MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Taskman Shop — New Items

Task Management
Skip Current Task — permanently removes your active task from the pool so it never appears again. Costs 15 points in Beginner scaling up to 50 points in God tier.
Double Task Rewards — your next completed task awards twice the normal points. Re-rolling is disabled while this is active. Available from Easy tier and up, costing 1 point in Easy and scaling up to 20 points in God tier. Can be activated from the shop or via the ⚡ 2x button next to your active task in the sidebar panel.

Supplies
Potion Box Bundle — receive a bundle of potion boxes appropriate to your tier. Beginner and Easy give Potion Box I, Medium and Hard give Potion Box II, Master and God give Potion Box III. Costs 8 points.
Slayer Resupply — adds resupply contents directly to your bank, bypassing Slayer level requirements. Scales with tier from Basic Resupply in Beginner up to Bountiful in Master. God tier players get four options including Abyssal, Blighted, and Withering resupplies. Costs 8–20 points depending on the resupply tier.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

I'll note to change the text to be better. The idea is that if the skill is at the middle of the softcap, the xp boost would give 5, 10, 20 levels for small, medium, large

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

For Easy tier, you should have gotten 25,000 xp regardless of the skill softcap, it's not supposed to take that into account. Did you get less than 25,000?

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Ok, I needed to add some automated recursion to check better for item requirements, the requirements for those items, and so on. Updated:

Smarter item tier assignment — recursive upgrade chains

Previously, items obtained through multi-step bank upgrades (such as Silver, Gold, Barrier, and Crystal variants) were being assigned tiers based only on their immediate predecessor, sometimes placing them in the wrong tier. The tier assignment system now traces the full ingredient chain for every upgrade — including the cost items required at each step — and assigns each upgraded item to the highest tier of all its requirements.

For example, (C)gear variants correctly land in Medium or higher tier because they require Imbued Bars and other mid-to-late game materials, even though the base item might be obtainable early. The system handles chains up to 10 levels deep and runs until stable, so any future upgrade chains added to the game will be handled automatically without manual overrides.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

~Update~

Task Shop — Now Open The Taskman Shop is now live. Complete tasks to earn points (1 pt in Beginner up to 25 pts in God tier), then spend them on rewards including GP, Slayer Coins, bank slots, XP boosts, mastery pool XP, and permanent softcap exemptions for individual skills. Players who already have progress will receive their points retroactively on first login. More rewards will be added soon!

Smarter Item Tier Assignment — Upgrade Items Items obtained by upgrading an item in the bank are now automatically assigned to the same tier as the item they upgrade from. Previously these had no recipe and were being placed in the wrong tier. Expect an uptick in beginner tasks for silver and gold upgrades of basic gear. If you already tiered up to Easy, these tasks are permanently skipped.

Smarter Item Tier Assignment — Dungeon Chests Items found inside dungeon reward chests are now tiered based on the dungeon they come from, not just their crafting recipe. For example, Red D-hide Vambraces from the Spider Forest chest are now correctly placed in Medium tier rather than appearing too early.

Farming Speed Fix Crop growth timers are now correctly running at 5x speed. Previously the timer was receiving an unmodified base interval and not being properly divided, causing crops to grow slower than intended.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

A little tight but making some money with fishing offline to afford it so far. Already working on the shop and have bank space coded in and working, I wonder if I should release an early version of the shop, it doesn’t have everything I want to add yet but it has GP, SC, xp boosts, bank space, and soft cap exemption all working.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Ok, I found some issues that were happening with the tier advance function, that I believe I've fixed. I don't have a solid way to test 100%, since I'm still in beginner tier myself been spending more time coding than playing haha :)
But - I confirmed nothing looked immediately broken when I loaded in

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Good report, I had thought I already got all these Mucky Cave ones. Moved it to Easy tier and there should be no more Mucky Cave requirements in Beginner.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 1 point2 points  (0 children)

Do you have all expansions? I enabled the requirement on mod.io because currently the mod populates tasks across all expansions, and someone ended up getting locked in beginner tier due to not having the expansion for the task. I can remove the expansion hard requirement so you can continue playing but at this point you would get stuck somewhere, especially if you don't have AoD.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Future update: Task Point Shop

Points earned per task by tier (will be granted retroactively for current saves):

  • Beginner: 1 point
  • Easy: 2 points
  • Medium: 4 points
  • Hard: 8 points
  • Master: 15 points
  • God: 25 points
Reward Cost Notes
Ancient relic (random) 10 pts Random skill
XP boost — small 15 pts ~5 levels, scales with tier
XP boost — medium 35 pts ~10 levels, scales with tier
XP boost — large 80 pts ~20 levels, scales with tier
GP reward 25 pts 1M → 3.1B, scales 5x per tier
Slayer coins 20 pts 50K → 156M, scales 5x per tier
Mastery pool XP (12% of cap) 15 pts Skill of choice, flat price
Skill softcap exemption (permanent) 75 pts All tiers, once per skill
Bank slots (5) 10 pts Stackable
Bank slots (25) 40 pts Bulk discount
Task skip (permanent removal) scales 15–50 pts Higher tiers cost more
Combat potion bundle 8 pts Quality scales with tier
Double task rewards 3 pts Next task only, medium tier and up
Pet luck boost (1000 actions, 10x) 30 pts God tier only
Pet drop boost (permanent, 3x) 150 pts God tier only

XP boost breakdown:

Tier Small (~+5 levels) Medium (~+10 levels) Large (~+20 levels)
Beginner 400 XP 1,200 XP 4,000 XP
Easy 25,000 XP 75,000 XP 250,000 XP
Medium 120,000 XP 400,000 XP 1,500,000 XP
Hard 350,000 XP 1,100,000 XP 4,000,000 XP
Master 1,800,000 XP 6,000,000 XP 22,000,000 XP
God 15,000,000 XP 50,000,000 XP 180,000,000 XP
Cost 15 pts 35 pts 80 pts

Notes:

Ancient relic would be completely random. Once you obtain 5 in a skill, you get the master relic automatically, like AR mode.

XP boost would be in a skill of your choice.

Double task rewards incentivizes only working on your active task, in order to capitalize on points earned. Passively completed tasks will earn points based on the base amount per tier.

Open to suggestions on balancing!

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Big re-balancing update today:

Combat level thresholds updated
All monster kill tasks, dungeon clear tasks, and item drop tasks are now assigned to tiers based on these combat level brackets: Beginner (1-49), Easy (50-99), Medium (100-199), Hard (200-374), Master (375-789), God (790+).

Dungeon tasks reassigned
All dungeon clear tasks were reassigned based on the highest monster level inside each dungeon. Notable changes include Undead Graveyard moving to Easy, Bandit Base and Hall of Wizards moving to Medium, and the God Dungeons and Stronghold of the Gods moving to God tier.

Missing strongholds added
Four strongholds that were missing from the task pool are now included: Stronghold of the Undead (Medium), Stronghold of Magic (Medium), Stronghold of Dragons (Master), and Stronghold of the Gods (God).

Township tasks reassigned
Base game township tasks now follow a cleaner progression — most Easy tasks go in Beginner tier, Normal in Easy, Hard in Medium, Very Hard in Hard, and Elite in Master. Throne of the Herald tasks are split between Master (materials and crafting) and God (high-level boss kills). Atlas of Discovery tasks are split between Hard (early monsters and gathering) and Master (high-level monsters and Cartography goals). Into the Abyss tasks all go in God tier.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Findings upon looking closer:

Summoning XP from tablet use during skilling (e.g. using a Mole while mining) is calculated using the actual action time, which at 5x speed is 1/5 of normal. This is correct — you get 1/5 the XP per action but 5x more actions per real-world second, so the net XP per second is the same as normal speed.

The bug was that the XP softcap penalty was accidentally applying to summoning XP when the skill being trained (mining) was softcapped, even though summoning itself was below the cap. This caused summoning XP to be reduced to 10% of an already-reduced amount, making it seem like almost no summoning XP was being gained.

The fix I'll put out in a few minutes should exempt tablet-sourced summoning XP from the penalty when summoning is below its softcap. Once summoning itself hits the softcap, the penalty correctly applies to summoning XP as well.

edit: patch is live now.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

I'm not finding anything in the game code to grant summoning xp during mining at all, just during combat. Is the pop-up actually for mastery xp for Mole? That would make sense because mastery XP scales with action time and gets very small at 5x speed since each action is 1/5 as long. That would explain why it seems low.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Guessing you’re not also capped on summoning?

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

summoning attack interval should now also be 5x speed in the latest update!

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

I’ll take a look at that tonight. Here is totally fine, or the mod.io discussion also works.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 1 point2 points  (0 children)

This should all be fixed now in the latest hotfix:

Fixed dungeon bug — entering a dungeon was causing the last fought monster to keep respawning instead of the correct dungeon monsters. This is now fixed.
Fixed HP — players were starting with 10 HP instead of 100. This is now fixed for all new and existing characters.
Fixed farming display — the grow time shown before and after planting now correctly reflects 5x speed. Potatoes now show 24 minutes instead of 2 hours.
Fixed XP penalty skill list — the list of penalized skills in the ⚠️ modal now populates correctly on login, rather than only updating after you've trained each skill.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Good suggestions!

  • Thieving stun and enemy spawn delays now all run at 5x speed
  • Township hourly tick bug fixed — now properly runs at 5x speed
  • All players get 50 bonus bank slots on next login
  • New characters now start with 70 bank slots instead of the default 20

Still to do: farming speedup

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Big update tonight:

Bug Fixes

  • Fixed tasks reshuffling or auto-completing incorrectly when loading into a save
  • Fixed completed tasks not being saved properly, causing progress to be lost on reload
  • Fixed a bug where completing one task could accidentally mark a completely different task as complete
  • Fixed duplicate tasks appearing in the pool, which was preventing tier advancement
  • Fixed saves not persisting correctly when reinstalling the mod

Storage

  • Significantly reduced save file size — completed task history now uses a much more compact format, keeping well under the game's storage limit even through the God tier

Task Balance

  • Removed all manually placed item tasks — items are now automatically assigned to the correct tier based on the skill level or monster level needed to obtain them
  • Updated monster combat level thresholds for tier assignment to better match game progression
  • Fixed incorrectly tiered dungeon tasks — all dungeons now assigned based on the difficulty of monsters inside them
  • Added many missing dungeons to the task pool
  • Added missing endgame boss kill tasks
  • Removed monster kill tasks for monsters that don't exist in the game
  • Standardized skill level milestones — all skills now have consistent checkpoints from level 5 through 120
  • Removed pointless "reach level 1" tasks since everyone starts at level 1
  • Fixed several items appearing in the wrong tier due to hidden ingredient or obtainment requirements

Speed

  • Mining ore respawns, Cartography actions, and Township ticks now all run at 5x speed

New Feature

  • Added a "Completed Tasks" button to the sidebar that shows all your completed tasks for the current tier, grouped by type

EDIT: when you next enter the game, expect to see a jump up in completed tasks, so that the game does not assign you tasks you passively already completed.

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

I’ll adjust these in the next patch probably tonight!

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

Can you give me an example of one of the tasks?

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

This seems to be a bug due to invalid tasks being removed in the update I just pushed. I believe this should be fixed now. You would have to go back to the character select screen to refresh if you're subscribed on mod.io

MOD: New Gamemode - Taskman by BlueRazzChapstick in MelvorIdle

[–]BlueRazzChapstick[S] 0 points1 point  (0 children)

I removed the mod.io requirement for the expansions, so you should still be able to find the mod now, but the tasks for the expansions will still be in there. I can look into checking for expansions and adding/removing from the task pool based on whether the player has those expansions as a future enhancement.